Here's a progress update on what has been going on with Banshee in the last few months, as well as my plans for the near future. Including progress on the physically based renderer, addition of a unified shading language and a script binding generator, as well a plans for Banshee as a C++ gamedev framework.

I'm happy to announce since earlier today Banshee fully supports Vulkan as a graphics sub-system. Vulkan allows pushes the performance even higher by providing lower overhead graphics, multi-threaded rendering and a much more control over the rendering process. I have also taken this opportunity to overhaul Banshee's low-level rendering API, to make it even more modern and possible to use Vulkan specific features.

We managed to speed up a full rebuild of Banshee from ~14 minutes to ~6 minutes.
Read on to learn how to speed up Visual Studio build of C++ projects by separating compilation & linking steps, then parallelizing the compilation across multiple CPU cores.

We are a group of passionate developers wanting to create a truly powerful and high quality open source engine that can run the next generation of games, as well as serve as a foundation for creation of future technologies and tools.